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Hero A Day...Sorta...


Enforcer84

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Re: Hero A Day...Sorta...

 

Dude, do you realize that a huge number of these characters are formatted as white text on a white background? You can't even read them without hilighting them.

 

Then oddly enough it changes to white text on a light grey background when I am on this replay screen.

It's the interaction of the board defaults with your browser, you need to adjust something on your system. I had that issue but when I reset my desktop colors to a basic standard (just to experiment) it was back to black on white, I swear (I was sure it wasn't my system).

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Wednesday, October 5th, 2004Great WhitePlayer: NPC VIllain, member of the Wild Hunt

Val Char Cost
50 STR 10
26 DEX 30
40 CON 20
10 BODY 0
18 INT 8
20 EGO 20
20 PRE 10
14 COM 2
8/23 PD 4
8/23 ED 4
4 SPD 10
8 REC 0
40 END 0
40 STUN 10
10" RUN020" SWIM010" LEAP0Characteristics Cost: 128
Cost Power END
53 Armaments Array: Multipower, 80-point reserve, (80 Active Points); all slots OIF (-1/2)
5u 1) Electro-Blaster: Energy Blast 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); OIF (-1/2) 7
3u 2) Gauntlet Laser: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OIF (-1/2) 4
1u 3) Inkcloud Generator: Darkness to Sight Group 3" radius (30 Active Points); Limited Power Only Underwater (-2), OIF (-1/2), No Range (-1/2), 4 Continuing Charges lasting 1 Turn each (-1/2) [4 cc]
4u 4) Wide-Angle Electro-Blaster: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); OIF (-1/2), No Range (-1/2) 8
Great White Helmet, all slots OIF (-1/2)
12 1) Closed Communications Suite: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-1/2) 0
6 2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-1/2) 0
7 3) Polarized Faceplate: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
5 4) Psionic Shielding: Mental Defense (14 points total) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2) 1
10 5) Sonar Array: Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Sense Affected As Sight Group As Well As Hearing Group [very common Sense] (-1/2), OIF (-1/2) 0
6 6) Standard Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
3 7) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3 8) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2 9) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
Great White powered Armor, all slots OIF (-1/2)
15 1) a - Augmented Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
9 2) b - Augmented Dexterity: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
18 3) c - Augmented Resiliance: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)
13 4) d - Augmented Reaction : +2 SPD (20 Active Points); OIF (-1/2)
30 5) e - Standard Assault Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
5 6) f - Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1
7 7) g - Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]
13 8) h - NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-1/2) 0
27 9) i - Microfusion Plant: Endurance Reserve (200 END, 20 REC) (40 Active Points); OIF (-1/2) 0
10 10) j - Underwater Turnbines: Swimming +15" (20" total) (15 Active Points); OIF (-1/2) 1
Miltary Training
8 1) Very Athletic: Running +4" (10" total) 1
3 2) Very Athletic: Swimming +3" (20" total) 1
Powers Cost: 278
Cost Martial Arts Maneuver
Commando Training
3 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 10d6 +v/5, Target Falls
4 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 12d6 Strike
4 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 65 STR vs. Grabs
4 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on
4 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 60 STR to Disarm roll
4 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
4 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1 9) Weapon Element: Clubs
1 10) Weapon Element: Knives
Martial Arts Cost: 33
Cost Skill
6 +3 OCV with firearm of choice
3 Analyze: Combat 13-
5 Breakfall 15-
3 Bureaucratics 13-
3 Climbing 14-
7 Demolitions 15-
4 Gambling (Card Games, Dice Games) 13-
3 Interrogation 13-
7 Navigation (Land, Marine) 15-
2 PS: SEAL 11-
2 PS: Sailor 11-
3 Paramedics 13-
2 SS: Hydrography 11-
3 Scholar
1 1) KS: NAVY History And Customs (2 Active Points) 11-
1 2) KS: SEAL History And Traditions (2 Active Points) 11-
1 3) KS: The Military/Mercenary/Terrorist World (2 Active Points) 11-
1 4) KS: The Superhuman World (2 Active Points) 11-
7 Stealth 16-
14 Survival (Marine, Temperate/Subtropical, Tropical, Desert, Mountain) 15-
3 Systems Operation 13-
5 TF: Parachuting, Advanced, Parachuting, Basic, SCUBA, Small Motorized Boats, Small Rowed Boats
1 TF: Small Military Ships
3 Tactics 13-
3 Tracking 13-
3 WF: General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons
3 WF: Small Arms, Knives
Skills Cost: 99
Cost Perk
3 Contact: Mercenary World 12-
1 Contact: James O'Dell, former SEAL commander (Contact has access to major institutions, Contact has been blackmailed by the character, Contact has useful Skills or resources) 8-
5 Contact: The Warlord (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-
Perks Cost: 9
Cost Talent
3 Resistance (3 points)
Talents Cost: 3
Val Disadvantages
5 Distinctive Features: Preternaturally Neat, Nothing Is Unpolished Or Out Of Place (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Hunted: NAVY 8- (Mo Pow, NCI, Capture)
10 Hunted: Seahawk 8- (As Pow, Harshly Punish)
20 Hunted: The Champions 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Dismissive Of Non-Military Or Quasi-Military Personnel (Common, Moderate)
20 Psychological Limitation: OVerconfident (Very Common, Strong)
20 Psychological Limitation: Unable To View People As Anything More Than Tactical Weapons And Targets (Very Common, Strong)
10 Rivalry: Professional (Shadowmane; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
5 Rivalry: Professional (traditional members of ARMY; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 200Total Experience Available: 200Experience Unspent: 0Total Character Cost: 550

Height: 1.90 m Hair: Black (Shaved Bald)
Weight: 100.00 kg Eyes: Brown
Appearance: A tall, well built, and handsome black man with a shaved head. He wears comfortable cloting, jeans, tee-shirts, etc. Unless absolutely required, he doesn't like to dress up.

The Great White armor is shark themed, white betacloth bodysuit with gray armor plating. The helm is a shark head with jaws, his face plate is blue.

Personality: Arrogant, opinionated and self absorbed. Greatwhite enjoys the power he gets with his battlesuit. He enjoys being a member of the Wild Hunt. Brandon yearns for the day he can be in charge of a villain group. He's biding his time, blowing his cash, and having the time of his life.Quote:"When the shark bites..."Background: Brandon left the SEALs to seek his fortune. He could do better than where he was in the mercenary business. His work with Mr. White's bodyguard Mr. Armstrong was tatamount to his hire as the Great White. Brandon thinks he's a better leader than VIPER-boy. But he follows Shadowmane's orders as well as he can inorder to impress White. He's hoping to get the opporotunity to form his own team, or step into leadership of the Wild Hunt should Shadowmane falter.Powers/Tactics: A trained navy SEAL, Great White fights well anywhere. His armor is suited best for underwater combat. Campaign Use: Add or subtract weapons as needed. His physical attributes can also be adjusted. Everything else is fine.
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Guest Worldmaker

Re: Hero A Day...Sorta...

 

Enforcer' date=' you are a character generating machine....[/quote']

 

 

I'm trying to figure out how much I'd have to pay him to get him to go full time for us.

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

I'll have to ask my manager :)

 

 

Please do. :D

 

I desperately need the help. I've got a list of undeveloped PCs as long as my arm.

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

What are you looking for?

 

 

I'm looking for help plugging holes in my NPC lineup. The problem is that its a big lineup. Check out this page. All of those characters with the word "Pending" next to them need developing from more than just my base idea.

 

In addition, I've got a list of Golden Age NPCs not yet listed on that web page, plus an entire raft of modern and Silver Age NPCs not on that list yet.

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Re: Hero A Day...Sorta...

 

I'm looking for help plugging holes in my NPC lineup. The problem is that its a big lineup. Check out this page. All of those characters with the word "Pending" next to them need developing from more than just my base idea.

 

In addition, I've got a list of Golden Age NPCs not yet listed on that web page, plus an entire raft of modern and Silver Age NPCs not on that list yet.

 

Will you guys post them here, to share with us?

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

Will you guys post them here' date=' to share with us?[/quote']

 

Sure. Either here or in my own NPC thread, or heck, both places is fine with me. I dunno about Chad, but I get too much feedback to give up posting NPCs.

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

It is the ego stroking that kept this thread alive so long. Especially with such tasty distractions as City of Heroes, Star Oecan: Till the End of Time and Shadow Hearts I & II

:D

I'll take a look and tackle what I can...:)

 

 

That'd be supremely cool. I really need help in the area of Golden Age villains...

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Thursday, October 6th, 2004SalamanderPlayer: NPC VIllain, member of the Wild Hunt

Val Char Cost
45 STR 5
24 DEX 24
35 CON 10
12 BODY 4
16 INT 6
11 EGO 2
15 PRE 5
10 COM 0
5/20 PD 2
5/30 ED 2
4/6 SPD 12
6 REC 0
30 END 0
30 STUN 2
6" RUN012" SWIM021" LEAP0Characteristics Cost: 74
Cost Power END
Salamander Helmet, all slots OIF (-1/2)
12 1) Closed Communications Suite: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x8) (35 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Sense Affected As Radio And Hearing Groups, Not Mental Group [very common Sense] (-1/2) 0
6 2) Parabolic Hearing System: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-1/2) 0
7 3) Polarized Faceplate: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
5 4) Psionic Shielding: Mental Defense (12 points total) (10 Active Points); OIF (-1/2), Costs Endurance (-1/2) 1
6 5) Standard Communications Suite: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected As Sight And Hearing Group As Well As Radio Group [very common Sense] (-1/2) 0
3 6) Thermalvision, Standard: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
3 7) UV Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
2 8) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) 0
40 Armaments: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)
4u 1) Plasma Burner: Killing Attack - Ranged 4d6 (60 Active Points); OIF (-1/2) 6
3u 2) Plasma Cone: Killing Attack - Ranged 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2), OIF (-1/2) 6
Great White powered Armor, all slots OIF (-1/2)
15 1) a - Augmented Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 3
9 2) b - Augmented Dexterity: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)
18 3) c - Augmented Resiliance: +20 CON (40 Active Points); OIF (-1/2), No Figured Characteristics (-1/2), Does Not Apply To CON Rolls (-1/4)
13 4) d - Augmented Reaction : +2 SPD (20 Active Points); OIF (-1/2)
30 5) e - Standard Assault Armor: Armor (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
5 6) f - Environmental Protection System: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1
7 7) g - Internal Oxygen Supply: Life Support (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 6 Hours (replacement oxygen supply, Easy to obtain; +0) (10 Active Points); OIF (-1/2) [1 cc]
30 8) Fire Proofing: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Fire/Heat (-1/2), OIF (-1/2) 0
4 9) Cooling System: Force Field (10 ED) (10 Active Points); OIF (-1/2), Only Works Against Limited Type of Attack (fire/heat; -1/2), 12 Charges (-1/4) [12]
13 10) h - NBC-Proof Sealed System: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents) (20 Active Points); OIF (-1/2) 0
27 11) i - Microfusion Plant: Endurance Reserve (200 END, 20 REC) (40 Active Points); OIF (-1/2) 0
7 12) j - Underwater Turnbines: Swimming +10" (12" total) (10 Active Points); OIF (-1/2) 1
8 13) Molecular Bonding Finger & Foot pads.: Clinging (50 STR) (12 Active Points); OIF (-1/2) 0
11 14) Anti-Grav Burst Jump Units: Leaping +12" (21" forward, 10 1/2" upward) (Accurate) (17 Active Points); OIF (-1/2) 2
Powers Cost: 288
Cost Martial Arts Maneuver
Self Developed Acrobatic Style
4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 2) Bounding Snatch: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 55 STR for holding on; FMove
5 3) Devensive Acrobatics: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 4) Flying Side Kick: 1/2 Phase, +1 OCV, -2 DCV, 13d6 Strike
5 5) Flying Spin Kick: 1/2 Phase, +1 OCV, +0 DCV, 9d6 +v/5; FMove
3 6) Mid-Air Collision: 1/2 Phase, +0 OCV, -1 DCV, 9d6 +v/5 Strike; You Fall, Target Falls; FMove
3 7) Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 Strike
Martial Arts Cost: 30
Cost Skill
3 +1 with VIPER Blasters
15 +3 with HTH Combat
3 Acrobatics 14-
3 Acting 12-
3 Breakfall 14-
3 Bribery 12-
3 Bugging 12-
3 Climbing 14-
3 Combat Driving 14-
9 Concealment 15-
3 Conversation 12-
3 Criminology 12-
3 Cryptography 12-
5 Deduction 13-
3 Disguise 12-
3 Forensic Medicine 12-
2 Forgery (Documents) 12-
2 KS: The Espionage World 11-
2 KS: The Local Underworld 11-
1 KS: The Superhuman World 8-
4 KS: VIPER 13-
3 Lockpicking 14-
5 PS: Espionage "free agent" 14-
3 Persuasion 12-
3 Security Systems 12-
3 Seduction 12-
5 Shadowing 13-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 12-
3 Systems Operation 12-
3 WF: Small Arms, Blades
Skills Cost: 116
Val Disadvantages
25 Enraged: Berserk when backed into a corner (Common), go 8-, recover 11-
15 Enraged: when Shadowmane is physically hurt (Uncommon), go 11-, recover 11-
10 Hunted: Local Authorities 8- (As Pow, NCI, Limited Geographical Area, Capture)
20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)
10 Psychological Limitation: Enjoys violence (Common, Moderate)
10 Psychological Limitation: Lacks Personal Initiative (Common, Moderate)
20 Psychological Limitation: Slavishly Devoted Shadowmane's Welfare (Very Common, Strong)
10 Psychological Limitation: Will Never Surrender (Common, Moderate)
10 Social Limitation: Ex-Con (Frequently, Minor)
15 Social Limitation: Secret Identity (Frequently, Major)
5 Unluck: 1d6
Disadvantage Points: 150

Base Points: 200Experience Required: 158Total Experience Available: 158Experience Unspent: 0Total Character Cost: 508

Height: 1.75 m Hair: Brown
Weight: 75.00 kg Eyes: Brown
Appearance: An average man with average features. This helps him blend in. The Salamander costume is a red betacloth bodysuit with grey fingers, palms, toes, and feet. The bracers, torso armor, helmet, vitals, and boots are gold. Personality: Tyler is an interesting fellow. He's a superlative espionage agent, but loves comat. This was actually how he was caught; a CIA agent convinced him to go mano y mano only to have seven agents hidden in the area. Tyler is very loyal to his boss but makes every effort to seem independant and self centered. This is encouraged by Shadwomane who trusts him completely.

Quote:"This should get you all Hot and Bothered!"Background: Tyler was Shadowmane's loyal toadie back in their VIPER days. Shadowmane had managed to spring Tyler from prison (awaiting execution for the crime of treason). Tyler gladly turned his exemplary espinoage skills to VIPER's disposal. But when the politics became too hot and Shadowmane was to be killed, Tyler, pretending to go along with the plan, warned his boss.

Shadowmane and Tyler escaped and the former took over a new identity.

Now Tyler serves his friend and mentor as Salamander.

Powers/Tactics: A skilled acrobat and catburgler, as well as a superlative espionage agent; Salamander is a mobile, active opponent. He enjoys hand to hand combat, his self developed combat style coming from his intense physical training. He uses a high energy, super-heated plasma ejector on his guatnlets and connected to the microfusion generator. Campaign Use: With lower level weapons and equipment he could easily be a dark Champions villain.

THis ends the Wild Hunt...let's see what else I have before I close the door on the Hero A day Thread....
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Friday, October 7th, 2004The HarvesterPlayer: NPC Cosmic Entity

Val Char Cost
35 STR 25
30 DEX 60
50 CON 80
50 BODY 80
30 INT 20
30 EGO 40
50 PRE 40
10 COM 0
50 PD 43
50 ED 40
6 SPD 20
17 REC 0
100 END 0
100 STUN 7
6" RUN02" SWIM07" LEAP0Characteristics Cost: 455
Cost Power END
250 Absolute Cosmic Power: Variable Power Pool (Cosmic), 100 base + 150 control cost, Cosmic (+2) (250 Active Points)
207 Call Servant: Summon 4 675-point creatures, Costs END Only To Activate (+1/4), Expanded Class of Beings Very Limited Group ("Angelic Servants & Demonic Servants"; +1/4), Slavishly Devoted (+1) (362 Active Points); Extra Time (Extra Phase, -3/4) 33
220 Cosmic Travel: Multipower, 220-point reserve
12u 1) Come Teleport With Me: Teleportation 40", Improved Noncombat Movement (x32), x32 Increased Mass (125 Active Points) 12
10u 2) Cosmic Flight: Flight 40", Improved Noncombat Movement (x32) (100 Active Points) 10
5u 3) Cosmic Spaceflight: Faster-Than-Light Travel (60 Light Years/hour) (48 Active Points) 0
22u 4) Galactic-Scale Teleportation: Teleportation 20", Megascale (1" = 1,000 lightyears; +4 1/4), Can Be Scaled Down 1" = 1km (+1/4) (220 Active Points) 22
5u 5) Pierceing the Veil: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight (55 Active Points) 5
10u 6) True Travel: Teleportation 40", Improved Noncombat Movement (x32) (100 Active Points) 10
126 Scythe of Thanatos: Multipower, 157-point reserve, (157 Active Points); all slots Physical Manifestation (-1/4)
8u 1) Alpha Blast: Energy Blast 20d6 (100 Active Points); Physical Manifestation (-1/4) 10
6u 2) Cosmic Blast: Energy Blast 15d6 (75 Active Points); Physical Manifestation (-1/4) 7
11u 3) Cosmic Energy Field: Energy Blast 12d6, Area Of Effect (12" Radius; +1 1/4) (135 Active Points); Physical Manifestation (-1/4) 13
8u 4) Cosmic Manipulation: Telekinesis (60 STR), Affects Porous (100 Active Points); Physical Manifestation (-1/4) 10
9u 5) Cosmic Power Beam: Energy Blast 14d6, Area Of Effect (28" Line; +1 1/4) (157 Active Points); No Range (-1/2), Physical Manifestation (-1/4) 16
9u 6) Cosmic Power Bolt: Energy Blast 15d6, Area Of Effect (One Hex; +1/2) (112 Active Points); Physical Manifestation (-1/4) 11
10u 7) Cosmic Pulse Blast: Energy Blast 13d6, Autofire (5 shots; +1/2), Reduced Endurance (Half END; +1/2) (130 Active Points); Physical Manifestation (-1/4) 5
6u 8) Lethal Cosmic Blast: Killing Attack - Ranged 5d6 (75 Active Points); Physical Manifestation (-1/4) 7
10u 9) Paralysis: Entangle 8d6, 12 DEF, Takes No Damage From Attacks All Attacks (+1/2) (150 Active Points); Cannot Form Barriers (-1/4), Physical Manifestation (-1/4) 15
11u 10) Scythe Blow: (Total: 142 Active Cost, 111 Real Cost) Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 w/STR), Variable Advantage (+1 Advantages; +2) (135 Active Points); Physical Manifestation (-1/4) (Real Cost: 108) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Only To Cause Damage (-1/2), Always Direct (-1/4), Physical Manifestation (-1/4) (Real Cost: 3) 13
Cosmic Entity
39 1) Alien Mind: Mental Defense (30 points total), Inherent (+1/4), Hardened (+1/4) (39 Active Points) 0
62 2) Cosmic Form: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
37 3) Nope, that didn't work Either: Power Defense (25 points), Inherent (+1/4), Hardened (+1/4) (37 Active Points) 0
75 4) True Invulnerability: Damage Resistance (50 PD/50 ED), Hardened (+1/4), Inherent (+1/4) (75 Active Points) 0
50 5) Unmoved by your pitiful blow: Knockback Resistance -25" 0
Powers Cost: 1218
Cost Skill
50 +5 Overall
3 KS: Arcane And Occult Lore 15-
3 KS: Physiotherapy 15-
5 Navigation (Air, Dimensional, Hyperspace, Space) 15-
3 Oratory 19-
3 Paramedics 15-
3 Scientist
2 1) SS: Anesthesiology 15- (3 Active Points)
2 2) SS: Astrophysics 15- (3 Active Points)
2 3) SS: Chemical Engineering 15- (3 Active Points)
2 4) SS: Dimensional Engineering 15- (3 Active Points)
2 5) SS: Emergency Medicine 15- (3 Active Points)
2 6) SS: Forensic Pathology 15- (3 Active Points)
2 7) SS: Hyperspace Physics 15- (3 Active Points)
2 8) SS: Hyperspace Physics 15- (3 Active Points)
2 9) SS: Medicine 15- (3 Active Points)
2 10) SS: Neurology 15- (3 Active Points)
2 11) SS: Nuclear Physics 15- (3 Active Points)
2 12) SS: Oncology 15- (3 Active Points)
2 13) SS: Pharmacology 15- (3 Active Points)
2 14) SS: Physics 15- (3 Active Points)
2 15) SS: Quantum Physics 15- (3 Active Points)
2 16) SS: Radiology 15- (3 Active Points)
2 17) SS: Solid State Physics 15- (3 Active Points)
2 18) SS: Sub-Atomic Physics 15- (3 Active Points)
2 19) SS: Surgery 15- (3 Active Points)
2 20) SS: Tachyon Physics 15- (3 Active Points)
2 21) SS: Teleportation Engineering 15- (3 Active Points)
2 22) SS: Toxicology 15- (3 Active Points)
2 23) SS: Veterinary Medicine 15- (3 Active Points)
2 24) SS: Virology 15- (3 Active Points)
2 25) SS: Xeno Medicine 15- (3 Active Points)
2 26) SS: Xenobiology 15- (3 Active Points)
2 27) SS: Xenology 15- (3 Active Points)
Skills Cost: 124
Cost Perk
150 The Arc
9 Reputation: Cosmic Menace (A large group) 14-, +3/+3d6
Perks Cost: 159
Cost Talent
3 Absolute Range Sense
3 Absolute Time Sense
3 Bump Of Direction
42 Danger Sense (any area, any danger, Function as a Sense) 15-
5 Eidetic Memory
20 Universal Translator 15-
Talents Cost: 76
Val Disadvantages
20 Dark visions of dangers so powerful Tyrannon is as a petulant child before them
15 Distinctive Features: Cosmic Entity (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
15 Hunted: Dr Destroyer 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
25 Hunted: Earthguard 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Isthana V'han 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Psychological Limitation: Driven to "Save" the universe via the Arc (Very Common, Total)
20 Psychological Limitation: Sees himself as the "Shepard" for the Multiverse (Common, Total)
20 Reputation: Cosmic Menace, 14- (Extreme)
20 Social Limitation: Public Identity (Frequently, Severe)
20 Unluck: 4d6
Disadvantage Points: 200

Base Points: 750Experience Required: 1082Total Experience Available: 1082Experience Unspent: 0Total Character Cost: 2032

Height: 1.93 m Hair: Gray
Weight: 100.00 kg Eyes: Hollow Gray
Appearance: Tall, skinny man with long, thinning gray hair and a long skinny gray beard. His eyes are hollow gray fields. He wears a black body suit that covers everything sve his head. Over this he waears a great white cloak. The cloak is hooded and clasped with a golden disc. There are gold bands at his arms, wrists, and ankles.

The Scythe of Thanatos as he has referred to it seems more of an extension of his will. It can be taken from him (greatly reducing his effectiveness, but he can summon it back given time and it disappears if he is ever defeated. It is long, seemingly made of a dark mahogany with a great silver blade. The Blade has embossed runes of gold where it is connected to the haft. Atop sits a silver skull

Personality: The Harvester is a being of untold cosmic power. He is actually attempting to duplicate Noah's feat on a cosmic scale. Gathering species and storing them in suspended animation in some extradimensional "Arc". Whether this means he was initially an Earth-born man, or if the tale of Noah is panaversal in reknown, or simply an eerie coincidence.

The Harvester is a gruff, seemingly angry and bitter old man. He swats at those who interfere with his plans as if they were flies.

Quote:"Feh."

"You will come with me."

Background: No one is sure who the Harvister is or what his goals are. He appeared one day brandishing the "Scythe of Thanatos" and waded into combat with Eurostar and the New Knights f the round table. The two groups managed to drive him off. He appeares here and there and often assaults large groups of superbeings to "collect" some of the participants.

 

He has "collected" a few superhuman beings, as well as some civilains, some "mindless monsters", and even some simple animals.

Powers/Tactics: Cosmic being on the grand scale. Makes Destroyer pause. No double MP's but a 100pt Cosmic VPP can compensate, eh?Campaign Use: Conversation piece :)

Just there for some cosmic level funnes..

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Saturday, October 8th, 2004Solarian, Angelic ServitorPlayer: NPC, Followers of the Harvester

Val Char Cost
30 STR 20
30 DEX 60
25 CON 30
10 BODY 0
20 INT 10
20 EGO 20
25 PRE 15
30 COM 10
20 PD 14
20 ED 15
7 SPD 30
15 REC 8
50 END 0
50 STUN 12
20" RUN02" SWIM06" LEAP0Characteristics Cost: 244
Cost Power END
48 Heavenly Greatbow: Multipower, 60-point reserve, (60 Active Points); Physical Manifestation (-1/4)
2u 1) Deadly Arrow: Killing Attack - Ranged 3d6 (45 Active Points); 4 Charges (-1) [4]
2u 2) Armor-Cutting Arrow: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); 4 Charges (-1) [4]
3u 3) Arrow Of The Sun: Sight Group Flash 12d6 (60 Active Points); 4 Charges (-1) [4]
4u 4) Arrow Of Blinding Vapors: Darkness to Sight Group 6" radius (60 Active Points); 4 Continuing Charges lasting 1 Turn each (-1/2) [4 cc]
3u 5) Thunderclap Arrow: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); 4 Charges (-1) [4]
3u 6) Arrow Of Tranquil Mist: Energy Blast 4d6, No Normal Defense (Self-Contained Breathing) (Standard; +1), Area Of Effect (4" Radius; +1) (60 Active Points); 4 Charges (-1) [4]
40 Blade of Heaven: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); Physical Manifestation (-1/4), No Knockback (-1/4) 6
20 Divine Armor: Damage Resistance (20 PD/20 ED) 0
67 Wings of the Angels: Multipower, 100-point reserve, (100 Active Points); all slots Restrainable (-1/2)
7u 1) Cosmic Flight: Flight 30", Improved Noncombat Movement (x32), Reduced Endurance (1/2 END; +1/4) (100 Active Points); Restrainable (-1/2) 4
3u 2) Cosmic Spaceflight: Faster-Than-Light Travel (60 Light Years/hour) (48 Active Points); Restrainable (-1/2) 0
7u 3) True Travel: Teleportation 40", Improved Noncombat Movement (x32) (100 Active Points); Restrainable (-1/2) 10
62 Cosmic Form: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
4 Sturdy: Knockback Resistance -2" 0
12 Keen Senses: +6 PER with Sight Group 0
5 Divine Eyesight: Infrared Perception (Sight Group) 0
5 Divine Eyesight: Ultraviolet Perception (Sight Group) 0
28 Divine Swiftness: Running +14" (20" total) 3
Powers Cost: 325
Cost Skill
21 +7 with Bow And Arrow Multipower
16 +2 with All Combat
3 Scholar
5 1) KS: Catalog of the Arc (6 Active Points) 16-
9 2) KS: Myths & Legends (10 Active Points) 20-
2 3) KS: The Prophecy (3 Active Points) 13-
3 Stealth 15-
7 Tactics 15-
3 Trading 14-
Skills Cost: 69
Cost Talent
15 Lightning Reflexes: +10 DEX to act first with All Actions
22 Universal Translator 15-
Talents Cost: 37
Val Disadvantages
20 Distinctive Features: Great Angelic Wings; Divine Beauty (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
20 Hunted: The Harvester 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching
20 Psychological Limitation: Compassionate and Helpful (Very Common, Strong)
25 Psychological Limitation: Must Fulfill The Will the Harvester Very Common, Total
15 Psychological Limitation: Overconfidence Very Common, Moderate
10 Psychological Limitation: Personal Quirks (Common, Moderate)
15 Reputation: Harbingers/Servitors of the Harvester, Frequently (11-), Extreme
5 Rivalry: Professional (Demonic Servitors; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Subject To Orders Very Frequently (14-), Major
Disadvantage Points: 150

Base Points: 500Experience Required: 25Total Experience Available: 25Experience Unspent: 0Total Character Cost: 675

Height: 1.98 m Hair: Golden Blonde
Weight: 99.00 kg Eyes: Blue
Appearance: Prototypical angel with a science fantasy look and feel. Their weapons are beatutiful, white and gold metals, silver runes, gloing with white and or blue lights. Their armor is form fitting, and built for appearance. They are graceful, and ethereal in their beauty. Personality: Varies, but these guys and gals are the kind ones. Quote:"Please, we only want what's best for you."Background: These are the angelic servitors of the Harvester. Each has it's own personality; but they tend to follow the template presented. They can be tailored for individuality if you prefer. Powers/Tactics: Archtypical Angel powers. Campaign Use: These servitors are actually constructs. Living, biological, and powerful, but they are created by the Harvester's will and power. He has 1000.

They are asexual and he must create more to replace any losses.

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Sunday, October 9th, 2004Daemons, Demonic ServitorPlayer: NPC, Minions of the Harvester

Val Char Cost
60 STR 50
20 DEX 30
30 CON 40
20 BODY 20
15 INT 5
20 EGO 20
30 PRE 20
10 COM 0
30 PD 18
30 ED 24
6 SPD 30
18 REC 0
60 END 0
70 STUN 5
9" RUN02" SWIM012" LEAP0Characteristics Cost: 262
Cost Power END
51 Malevolant Weapon (Basic): Multipower, 90-point reserve, (90 Active Points); Physical Manifestation (-1/4); all slots Lockout (Wings cannot beused in "Raven", "Wolf", or "Serpent" forms; -1/2)
6u 1) Hellfire: Energy Blast 14d6, Reduced Endurance (Half END; +1/4) (87 Active Points); Lockout (Wings cannot beused in "Raven", "Wolf", or "Serpent" forms; -1/2) 3
5u 2) Demonic Winds: Telekinesis (36 STR), Reduced Endurance (0 END; +1/2) (81 Active Points); Lockout (Wings cannot beused in "Raven", "Wolf", or "Serpent" forms; -1/2) 0
6u 3) Weapon's Enchantments: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Variable Advantage (+1 Advantages; +2) (90 Active Points); Lockout (Wings cannot beused in "Raven", "Wolf", or "Serpent" forms; -1/2) 9
4u 4) Chains of Woe: Entangle 5d6, 5 DEF, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points); Lockout (Wings cannot beused in "Raven", "Wolf", or "Serpent" forms; -1/2), Cannot Form Barriers (-1/4) 7
31 Profane Armor: Damage Resistance (25 PD/25 ED), Hardened (+1/4) (31 Active Points) 0
30 Demonic Wings: Multipower, 60-point reserve, (60 Active Points); all slots Restrainable (-1/2), Lockout (Wings cannot beused in "Human", "Wolf", or "Serpent" forms; -1/2)
3u 1) Demonic Wings: Flight 20", Reduced Endurance (0 END; +1/2) (60 Active Points); Restrainable (-1/2), Lockout (Wings cannot beused in "Human", "Wolf", or "Serpent" forms; -1/2) 0
2u 2) Cosmic Spaceflight: Faster-Than-Light Travel (60 Light Years/hour) (48 Active Points); Restrainable (-1/2), Lockout (Wings cannot beused in "Human", "Wolf", or "Serpent" forms; -1/2) 0
3u 3) True Travel: Teleportation 20", Improved Noncombat Movement (x32) (60 Active Points); Restrainable (-1/2), Lockout (Wings cannot beused in "Human", "Wolf", or "Serpent" forms; -1/2) 6
62 Cosmic Form: Life Support (Eating Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity All terrestrial diseases and biowarfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep), Inherent (+1/4) (62 Active Points) 0
4 Keen Senses: +2 PER with Sight Group 0
5 Demonic Eyesight: Ultraviolet Perception (Sight Group) 0
5 Demonic Eyesight: Infrared Perception (Sight Group) 0
42 Form Shifting: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, four (max) shapes), Instant Change, Makeover, Costs END Only To Change Shape (+1/4) (42 Active Points) [Notes: Can take the form of a normal (Beautiful) person (Com 20), a Wolf or Fox (depending on Gender), a great Crow, or a serpent.] 3
Wolf Form, all slots Lockout (Powers only available in Wolf form; -1/2)
4 1) Swifter: Running +3" (9" total) (6 Active Points); Lockout (Powers only available in Wolf form; -1/2) 1
13 2) Jaws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Variable Advantage (+1/2 Advantages; +1) (20 Active Points); Lockout (Powers only available in Wolf form; -1/2) 2
Raven Form, all slots Lockout (Powers only available in Raven form; -1/2)
5 1) Gifted in Flight: +2 DCV (10 Active Points); Only in flight (-1/2), Lockout (Powers only available in Raven form; -1/2) 0
13 2) Size of the Crow: Shrinking (0.99 m tall, 12.375 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Lockout (Powers only available in Raven form; -1/2) 0
Serpent Form, all slots Lockout (Powers only available in Serpent form; -1/2)
3 1) Serpentine Body: Stretching 1" (5 Active Points); Lockout (Powers only available in Serpent form; -1/2), no Noncombat Stretching (-1/4) 1
17 2) Venom: (Total: 105 Active Cost, 17 Real Cost) Drain CON 2d6, No Normal Defense (LS: Immunity; +1), Delayed Return Rate (5 Points per Hour; +1) (60 Active Points); Extra Time (5 Minutes, -2), 4 Charges (-1), Gradual Effect (1d6/5 Minutes; -3/4), HKA Must Do BODY (-1/2), Lockout (Powers only available in Serpent form; -1/2) (Real Cost: 10) plus Killing Attack - Ranged 1d6, No Normal Defense (LS: Immunity; +1), Does BODY (+1) (45 Active Points); Extra Time (5 Minutes, -2), 4 Charges (-1), Gradual Effect (1d6/5 Minutes; -3/4), No Range (-1/2), HKA Must Do BODY (-1/2), Linked (Drain; -1/2), Lockout (Powers only available in Serpent form; -1/2) (Real Cost: 7) [4]
3 3) Bite: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (5 Active Points); Lockout (Powers only available in Serpent form; -1/2) 1
Powers Cost: 317
Cost Skill
6 +2 with Grand Weapon
32 +4 with All Combat
6 AK: Earth Dimension 15-
3 Interrogation 15-
3 Persuasion 15-
3 Scholar
3 1) KS: History (4 Active Points) 13-
5 2) KS: Myths And Legends (6 Active Points) 15-
6 3) KS: The Prophecy (7 Active Points) 16-
3 Seduction 15-
3 Shadowing 12-
3 Stealth 13-
Skills Cost: 76
Cost Talent
20 Universal Translator 12-
Talents Cost: 20
Val Disadvantages
20 Distinctive Features: Demonic looking Being Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses
20 Enraged: Berserk Tricked or Harmed (takes Body) (Uncommon), go 11-, recover 14-
20 Hunted: Harvester 11- (Frequently), More Powerful, NCI, PC has a Public ID or is otherwise very easy to find, Watching
10 Psychological Limitation: Individual Quirks (Common, Moderate)
25 Psychological Limitation: Must Fulfill The Will the Harvester Very Common, Total
15 Psychological Limitation: Sadistic, Loves to inflict pain and suffering Common, Strong
15 Reputation: Demonic Servitor of the Harvester, Frequently (11-), Extreme
5 Rivalry: Professional (Solarians; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
20 Social Limitation: Subject To Orders Very Frequently (14-), Major
Disadvantage Points: 150

Base Points: 500Experience Required: 25Total Experience Available: 25Experience Unspent: 0Total Character Cost: 675

Height: 1.98 m Hair: Black
Weight: 99.00 kg Eyes: Red
Appearance: Great, Bat winged humanoids with red skin. Most often Male, but a few females exist. Their armor is black, red, gold, bronse. Boroque, but very elegant and impressive. Often depicting scenes of depravity in some form or another. They always have a weapon, but it's not standard like the Solarians. The Daemon's are more chaotic, and their weapons can be anything from greatswords, to pitchforks, to Guns (substitute RKA for the HKA).

Personality: Various Malevolant personalities. They serve the Harvester loyally out of fear. They (on average) enjoy torment and pain.Quote:"This is going to hurt a lot."Background: The other side of the coin. Great red skinned demons in baroque black and red armor with ghastly weapons Powers/Tactics: Tend towards Brutality. They can be seductive and attractive, particularly the female of the "species", but for the most part they are rampaging beasts.Campaign Use: 1000 Daemon Servitors; for the females, adjust COM to 20 and STR to 55. The Demoness does not get the "makeover" attribute to her shapeshift. But she can add +2 to her Seduction skill.
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Re: Hero A Day...Sorta...

 

Enforcer...

 

You are one insanely prolific character generator. Where do you find the time?

Well, I didn't work today, the wife did. So I sat on my ass and cranked out the characters. Actually with HD it's pretty easy, often I can simply find a character I've already made who's close enough to my desired effect, and tweak them in aobut 10 minutes. The tough part is coming up with the background and such.

On the Servitors above there wasn't much...heck I even cleaned the bathroom today :D

 

Now I gotta run and get dinner, but I expect to get one or two more characters on tonight before patrolling the streets of Paragon City....

 

BTW, Thanks for the Praise.

And Back at you on your gaming stuff. I love your art mods!

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Guest Worldmaker

Re: Hero A Day...Sorta...

 

Hey, Chad... back at the beginning you posted the Golden Emperor, a member of a group called The Divine Right. Who else is in that group?

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